Recent progress of human--food interaction (HFI) has led to a growing interest in the merger of digital technologies for playful experiences in eating. Although these interactive technologies have been primarily integrated with eating experiences, we find that progress has also been made in digital food fabrication process in the human--computer interaction (HCI) field. Food fabrication techniques are used to expand the design space of food preparation, and it is accomplished before the eating stage. Many products have introduced playful experiences to this preparation stage. However, we have not yet explored food fabrication techniques in the context of play in depth. This paper discusses the food preparation stage and how it can be designed to be playful by introducing several product cases. Using this knowledge, we further discuss how such methods can be applied to previous digital food fabrication techniques with our own example of a playful food fabrication approach. We aim to enable various stages of human--food interaction to be more playful by understanding food as a toy-like object that can be independent from or related to the eating stage.
{"title":"Pre-Eating Play: Fabrication Experiences for Playful Human-Food Interaction","authors":"Michinari Kono, Osamu Kabashima, Norio Sasaki, Junichi Yamaoka","doi":"10.1145/3410404.3414228","DOIUrl":"https://doi.org/10.1145/3410404.3414228","url":null,"abstract":"Recent progress of human--food interaction (HFI) has led to a growing interest in the merger of digital technologies for playful experiences in eating. Although these interactive technologies have been primarily integrated with eating experiences, we find that progress has also been made in digital food fabrication process in the human--computer interaction (HCI) field. Food fabrication techniques are used to expand the design space of food preparation, and it is accomplished before the eating stage. Many products have introduced playful experiences to this preparation stage. However, we have not yet explored food fabrication techniques in the context of play in depth. This paper discusses the food preparation stage and how it can be designed to be playful by introducing several product cases. Using this knowledge, we further discuss how such methods can be applied to previous digital food fabrication techniques with our own example of a playful food fabrication approach. We aim to enable various stages of human--food interaction to be more playful by understanding food as a toy-like object that can be independent from or related to the eating stage.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76554021","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The number of mainstream gaze-enabled games is rapidly increasing. They introduce gaze interactions based on the alignment of the eyes' focus on locations of interest. We challenge this traditional use of gaze and propose to play without looking. We developed KryptonEyed, a mini-game prototype that requires the player to close their eyes and perform eye movements behind the eyelids before opening them to aim with gaze for interaction. To validate the interaction mechanic and the game experience, we conducted two user studies. We evaluated the feasibility of using the proposed dynamic, its performance and the game experience. Results show how participants could successfully use the proposed gaze technique and overcome the game challenge. Based on our findings, we discuss the metaphors to "not look" for interaction and give directions to introduce the dynamic in gaze-enabled games.
{"title":"More than Looking: Using Eye Movements Behind the Eyelids as a New Game Mechanic","authors":"Argenis Ramirez Gomez, Hans-Werner Gellersen","doi":"10.1145/3410404.3414240","DOIUrl":"https://doi.org/10.1145/3410404.3414240","url":null,"abstract":"The number of mainstream gaze-enabled games is rapidly increasing. They introduce gaze interactions based on the alignment of the eyes' focus on locations of interest. We challenge this traditional use of gaze and propose to play without looking. We developed KryptonEyed, a mini-game prototype that requires the player to close their eyes and perform eye movements behind the eyelids before opening them to aim with gaze for interaction. To validate the interaction mechanic and the game experience, we conducted two user studies. We evaluated the feasibility of using the proposed dynamic, its performance and the game experience. Results show how participants could successfully use the proposed gaze technique and overcome the game challenge. Based on our findings, we discuss the metaphors to \"not look\" for interaction and give directions to introduce the dynamic in gaze-enabled games.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"109 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74281576","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Leen Van Houdt, Martijn Millecamp, K. Verbert, V. Abeele
Much topical gamification research has focused on the application of personality trait models and the development of player typologies. These models are often applied under the assumption that personality or gamification user type reside as a stable construct within the individual. However, the preference for gamification strategies as well as their motivational impact, may vary in different contexts and situations. Therefore, our study aimed to disambiguate the different levels of motivation (global, contextual and situational) underlying preferences for gamification strategies, in the specific domain of pro-environmental behaviour. To this end, we developed a gamified mobile app to promote pro-environmental behaviour. Next, 56 participants interacted with the app during on average 22 days, while logs with various game elements were collected. Additionally, participants filled out the Hexad questionnaire to establish gamification user type, a survey polling for intrinsic versus extrinsic motivation towards the environment, and two questionnaires to assess pro-environmental behaviour before and after app usage. Our findings suggest that particularly intrinsic motivation towards the environment predicts preferences for gamification strategies whereas gamification user types fall short. In sum, our study lends support to measuring at different levels of motivation to understand and tailor gamification strategies for pro-environmental behaviour.
{"title":"Disambiguating Preferences for Gamification Strategies to Motivate Pro-Environmental Behaviour","authors":"Leen Van Houdt, Martijn Millecamp, K. Verbert, V. Abeele","doi":"10.1145/3410404.3414244","DOIUrl":"https://doi.org/10.1145/3410404.3414244","url":null,"abstract":"Much topical gamification research has focused on the application of personality trait models and the development of player typologies. These models are often applied under the assumption that personality or gamification user type reside as a stable construct within the individual. However, the preference for gamification strategies as well as their motivational impact, may vary in different contexts and situations. Therefore, our study aimed to disambiguate the different levels of motivation (global, contextual and situational) underlying preferences for gamification strategies, in the specific domain of pro-environmental behaviour. To this end, we developed a gamified mobile app to promote pro-environmental behaviour. Next, 56 participants interacted with the app during on average 22 days, while logs with various game elements were collected. Additionally, participants filled out the Hexad questionnaire to establish gamification user type, a survey polling for intrinsic versus extrinsic motivation towards the environment, and two questionnaires to assess pro-environmental behaviour before and after app usage. Our findings suggest that particularly intrinsic motivation towards the environment predicts preferences for gamification strategies whereas gamification user types fall short. In sum, our study lends support to measuring at different levels of motivation to understand and tailor gamification strategies for pro-environmental behaviour.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"33 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80292135","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Velvet Spors, Gisela Reyes-Cruz, Harriet R. Cameron, Martin Flintham, P. Brundell, David Murphy
This paper reports on an ethnomethodology-informed ethnography of a video game museum. Based on 4 weeks of ethnographic fieldwork, we showcase how groups of visitors to the museum achieved the interactional work necessary to play games together and organise a museum visit as a social unit. By showcasing and explication excerpts of museums visits we make the "taken-for-granted" nature of these interactions visible. Embedded within an activity map that outlines how people "prepare", "play", "wind down" and "exit" games, we showcase the sequential, temporal, and carefully negotiated character of these visits. Based on our findings and the resulting "Machinery of Interaction", we propose three design implications for spaces that aim to exhibit video games and/or try to facilitate co-located, collective video game play.
{"title":"Plastic Buttons, Complex People: An Ethnomethodology-informed Ethnography of a Video Game Museum","authors":"Velvet Spors, Gisela Reyes-Cruz, Harriet R. Cameron, Martin Flintham, P. Brundell, David Murphy","doi":"10.1145/3410404.3414234","DOIUrl":"https://doi.org/10.1145/3410404.3414234","url":null,"abstract":"This paper reports on an ethnomethodology-informed ethnography of a video game museum. Based on 4 weeks of ethnographic fieldwork, we showcase how groups of visitors to the museum achieved the interactional work necessary to play games together and organise a museum visit as a social unit. By showcasing and explication excerpts of museums visits we make the \"taken-for-granted\" nature of these interactions visible. Embedded within an activity map that outlines how people \"prepare\", \"play\", \"wind down\" and \"exit\" games, we showcase the sequential, temporal, and carefully negotiated character of these visits. Based on our findings and the resulting \"Machinery of Interaction\", we propose three design implications for spaces that aim to exhibit video games and/or try to facilitate co-located, collective video game play.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"14 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88852544","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sebastian Misztal, Guillermo Carbonell, Jonas Schild
While a player character in a game can experience all perceptual modalities, player senses are often limited, especially to the visual channel. As a result, many video games apply visual delegates that function as a substitution to enhance player perception and intensify the relation between player and player character. For instance, in first-person actions games, red colored edges on the screen layer visually inform the player of being hit and, to some extent, this visual feedback delegates the character's affect (i.e., pain) to the player's perception. Existing games apply such delegates in various forms. Yet, there is no systematic investigation or classification of these visual delegates resulting in a lack of understanding how to appropriately assign visual delegates to perceptual events in game design. Using a grounded theory-based approach, we systematically analyzed 102 character-centered video games. We collected 67 visual delegates and derived 12 associated groups of five basic perceptions. As a first, our work provides a systematic classification and collection that allows game designers to find appropriate visual delegates for character perceptions they want to trigger in players.
{"title":"Visual Delegates - Enhancing Player Perception by Visually Delegating Player Character Sensation","authors":"Sebastian Misztal, Guillermo Carbonell, Jonas Schild","doi":"10.1145/3410404.3414238","DOIUrl":"https://doi.org/10.1145/3410404.3414238","url":null,"abstract":"While a player character in a game can experience all perceptual modalities, player senses are often limited, especially to the visual channel. As a result, many video games apply visual delegates that function as a substitution to enhance player perception and intensify the relation between player and player character. For instance, in first-person actions games, red colored edges on the screen layer visually inform the player of being hit and, to some extent, this visual feedback delegates the character's affect (i.e., pain) to the player's perception. Existing games apply such delegates in various forms. Yet, there is no systematic investigation or classification of these visual delegates resulting in a lack of understanding how to appropriately assign visual delegates to perceptual events in game design. Using a grounded theory-based approach, we systematically analyzed 102 character-centered video games. We collected 67 visual delegates and derived 12 associated groups of five basic perceptions. As a first, our work provides a systematic classification and collection that allows game designers to find appropriate visual delegates for character perceptions they want to trigger in players.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"13 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90090207","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Social gaze-based interactions in games form a timely field of research as they can enrich communicative acts within the game world. Apart from portraying gaze via realistic-looking characters, we deem that these aspects could also be applied to non-anthropomorphic characters found in so-called minimalist games. These games use simple mechanics and an abstract art style to convey deep and meaningful experiences. The paper examines concepts of social gaze in minimalist games via a comparative study that focuses on the players' perceived quality of social interaction towards abstract non-player characters. By creating a game made up of three levels, it is aimed to uncover differences between the inclusion and exclusion of gaze-aware characters. The results show that the integration of gaze-based social interactions led to a positive social experience among players. Social gaze in this context is not superfluous but adds a crucial element in the interpretation of game objects: Players in the gaze condition tended to see the abstract entities as characters instead of lifeless game objects.
{"title":"Social Gaze in Minimalist Games","authors":"M. Lankes","doi":"10.1145/3410404.3414265","DOIUrl":"https://doi.org/10.1145/3410404.3414265","url":null,"abstract":"Social gaze-based interactions in games form a timely field of research as they can enrich communicative acts within the game world. Apart from portraying gaze via realistic-looking characters, we deem that these aspects could also be applied to non-anthropomorphic characters found in so-called minimalist games. These games use simple mechanics and an abstract art style to convey deep and meaningful experiences. The paper examines concepts of social gaze in minimalist games via a comparative study that focuses on the players' perceived quality of social interaction towards abstract non-player characters. By creating a game made up of three levels, it is aimed to uncover differences between the inclusion and exclusion of gaze-aware characters. The results show that the integration of gaze-based social interactions led to a positive social experience among players. Social gaze in this context is not superfluous but adds a crucial element in the interpretation of game objects: Players in the gaze condition tended to see the abstract entities as characters instead of lifeless game objects.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"108 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87608335","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. Robinson, Katelyn Wiley, Amir Rezaeivahdati, Madison Klarkowski, R. Mandryk
Physiological sensing has been a prominent fixture in games user research (GUR) since the late 1990s, when researchers started to explore its potential to enhance and understand experience within digital game play. Since these early days, is has been widely argued that "affective gaming"---in which gameplay is influenced by a player's emotional state---can enhance player experience by integrating physiological sensors into play. Reflecting in 2020 on these last 20 years of progress, we systematically review the field of affective gaming to answer whether or not it has met this promise. We create a framework (the affective game loop) to classify 162 publications (included from an initial search set of 52,834 results) within affective gaming, present findings on the current state of the field, and discuss how our findings, contextualized within the affective game loop, can guide the future of affective gaming.
{"title":"\"Let's Get Physiological, Physiological!\": A Systematic Review of Affective Gaming","authors":"R. Robinson, Katelyn Wiley, Amir Rezaeivahdati, Madison Klarkowski, R. Mandryk","doi":"10.1145/3410404.3414227","DOIUrl":"https://doi.org/10.1145/3410404.3414227","url":null,"abstract":"Physiological sensing has been a prominent fixture in games user research (GUR) since the late 1990s, when researchers started to explore its potential to enhance and understand experience within digital game play. Since these early days, is has been widely argued that \"affective gaming\"---in which gameplay is influenced by a player's emotional state---can enhance player experience by integrating physiological sensors into play. Reflecting in 2020 on these last 20 years of progress, we systematically review the field of affective gaming to answer whether or not it has met this promise. We create a framework (the affective game loop) to classify 162 publications (included from an initial search set of 52,834 results) within affective gaming, present findings on the current state of the field, and discuss how our findings, contextualized within the affective game loop, can guide the future of affective gaming.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78714424","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
While the food production and processing are known to cause major environmental pollution, we as consumers have little awareness of the underlying processes that bring food from farm to plate. This lack of awareness influences our food related decisions and we end up following non-sustainable food practices. To create awareness on food related issues, we present two playful dining experiences: (1) Caesar on a Skewer that presents the hidden data about water consumption levels for different foods through a Caesar salad, and (2) Chopstick Parfait that visualizes the hidden data related to the food distribution channels through the Parfait dessert. We simulated the dining environment to evaluate these dining experiences. We present findings related to both dining play interactions and edible visualizations. To guide future technological development around food related issues, we discuss the implications of our work around three themes: food arrangement, playful discomforts and delayed feedback. Through this work, we aim to advocate and inspire the use of food for designing multi-sensorial serious play.
{"title":"Reconnecting with Food through Dining Play","authors":"Y. Tai, Deepti Aggarwal, R. A. Khot","doi":"10.1145/3410404.3414231","DOIUrl":"https://doi.org/10.1145/3410404.3414231","url":null,"abstract":"While the food production and processing are known to cause major environmental pollution, we as consumers have little awareness of the underlying processes that bring food from farm to plate. This lack of awareness influences our food related decisions and we end up following non-sustainable food practices. To create awareness on food related issues, we present two playful dining experiences: (1) Caesar on a Skewer that presents the hidden data about water consumption levels for different foods through a Caesar salad, and (2) Chopstick Parfait that visualizes the hidden data related to the food distribution channels through the Parfait dessert. We simulated the dining environment to evaluate these dining experiences. We present findings related to both dining play interactions and edible visualizations. To guide future technological development around food related issues, we discuss the implications of our work around three themes: food arrangement, playful discomforts and delayed feedback. Through this work, we aim to advocate and inspire the use of food for designing multi-sensorial serious play.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89733549","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Cassandra Folkins, Emily Read, J. Mundee, M. Birk, Scott Bateman
As the population ages, nursing homes (long term residential care facilities for older adults) are facing a crisis. Currently, there are too few people pursuing career opportunities in the field, which can be largely attributed to the negative stereotypes towards aging and nursing homes. Because young people, aged 10-14 years, are at a critical point where they are beginning to consider potential career paths, we investigate the impact of countering negative stereotypes on the attitudes of young people using a serious game. Journey Through Carington House is a point-and-click serious game for young people that focuses on providing positive experiences as a resident assistant in a nursing home environment. In this work, we present the game's design and a study with 22 young people. We find that narrative in serious games can be a tool for influencing young peoples? views of older adults, and to help them better understand nursing homes and consider them as future workplaces.
随着人口老龄化,养老院(为老年人提供长期住宿的设施)面临着危机。目前,在该领域寻求职业机会的人太少,这在很大程度上可以归因于对老龄化和养老院的负面刻板印象。因为10-14岁的年轻人正处于开始考虑潜在职业道路的关键时期,我们调查了通过玩严肃游戏来对抗负面刻板印象对年轻人态度的影响。《Journey Through Carington House》是一款针对年轻人的指向和点击严肃游戏,其重点是在养老院环境中提供积极的住宿助理体验。在这项工作中,我们展示了游戏的设计和对22名年轻人的研究。我们发现严肃游戏中的叙述可以成为影响年轻人的工具。对老年人的看法,并帮助他们更好地了解养老院,并将其视为未来的工作场所。
{"title":"A Serious Game for Promoting Positive Attitudes Towards Nursing Homes Among Youth","authors":"Cassandra Folkins, Emily Read, J. Mundee, M. Birk, Scott Bateman","doi":"10.1145/3410404.3414253","DOIUrl":"https://doi.org/10.1145/3410404.3414253","url":null,"abstract":"As the population ages, nursing homes (long term residential care facilities for older adults) are facing a crisis. Currently, there are too few people pursuing career opportunities in the field, which can be largely attributed to the negative stereotypes towards aging and nursing homes. Because young people, aged 10-14 years, are at a critical point where they are beginning to consider potential career paths, we investigate the impact of countering negative stereotypes on the attitudes of young people using a serious game. Journey Through Carington House is a point-and-click serious game for young people that focuses on providing positive experiences as a resident assistant in a nursing home environment. In this work, we present the game's design and a study with 22 young people. We find that narrative in serious games can be a tool for influencing young peoples? views of older adults, and to help them better understand nursing homes and consider them as future workplaces.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"47 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78494856","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Natanael Bandeira Romão Tomé, Madison Klarkowski, C. Gutwin, Cody J. Phillips, R. Mandryk, A. Cockburn
Loss aversion is a cognitive bias in which the negative feelings associated with prospective losses have a greater magnitude than the positive feelings of winning equivalent gains. Although well studied in behavioural economics, there is little understanding of whether and how it arises in game contexts. In games, the 'magic circle' may free players from their held attitudes, especially because in-game losses and gains are virtual. On the other hand, experienced immersion and a desire to achieve may make in-game decisions similar to out-of-game contexts. Knowing whether cognitive biases like loss aversion affect players is important for game designers when they create decision points and choices for players. We carried out a study in a Zelda-style game with 18 decision points about wagering gold at different win:loss ratios. Our results show that despite the temporary and digital nature of the game world, and the virtual nature of the gold, players still exhibited a strong bias towards avoiding losses. Our findings imply that designers should understand and account for loss aversion when setting up risk and reward structures in their games.
{"title":"Risking Treasure: Testing Loss Aversion in an Adventure Game","authors":"Natanael Bandeira Romão Tomé, Madison Klarkowski, C. Gutwin, Cody J. Phillips, R. Mandryk, A. Cockburn","doi":"10.1145/3410404.3414250","DOIUrl":"https://doi.org/10.1145/3410404.3414250","url":null,"abstract":"Loss aversion is a cognitive bias in which the negative feelings associated with prospective losses have a greater magnitude than the positive feelings of winning equivalent gains. Although well studied in behavioural economics, there is little understanding of whether and how it arises in game contexts. In games, the 'magic circle' may free players from their held attitudes, especially because in-game losses and gains are virtual. On the other hand, experienced immersion and a desire to achieve may make in-game decisions similar to out-of-game contexts. Knowing whether cognitive biases like loss aversion affect players is important for game designers when they create decision points and choices for players. We carried out a study in a Zelda-style game with 18 decision points about wagering gold at different win:loss ratios. Our results show that despite the temporary and digital nature of the game world, and the virtual nature of the gold, players still exhibited a strong bias towards avoiding losses. Our findings imply that designers should understand and account for loss aversion when setting up risk and reward structures in their games.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"19 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86925523","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}